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Messages - Blind Joe

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1
Templates, Layouts and Sounds / Re: HTML based layout: Blind Joe's Panels
« on: January 01, 2024, 01:43:11 PM »
For the first X you can go into preferences and abbreviate large chip values.

The second X is partly due to the prizes panel only being designed for 4 places since I only run a 1 table tournament. However, you can squeeze more info on there by giving your prizes a name, such as "1st", so that
TD doesn't default to "1st place" which obviously takes up more space.

Also worth noting is that the way I organise my prizes is that 1st place is at index 7, so if your prizes begin at index 1 (ie 1st place is at the top of the list in the prizes tab) you need to edit screen_blinds.html and screen_breaks.html and amend the index numbers in the prize panel to reflect your own prize list.

If you want to change any font sizes you will need to edit css_content. For changing the size of panels you would edit css_panels

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Templates, Layouts and Sounds / Re: HTML based layout: Blind Joe's Panels
« on: December 31, 2023, 10:30:25 AM »
As Corey said, this was designed for 1920x1080. Layout scaling might work, but I think there are quite a few absolute values in the CSS/HTML.

Try having a play around with font sizes, letter-spacing, panel dimensions, etc.

If you put TD in designer mode on the layout tab it will show whichever screen is selected. Any changes you make to that screen's HTML file will take immediate effect once the file is saved. NB if the changes you make are to a CSS file then you need to save that and then also save the HTML file (or reload the screen in TD itself).

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Templates, Layouts and Sounds / Re: HTML based layout: Blind Joe's Panels
« on: December 13, 2023, 02:55:50 PM »
This is amazing.  You're obviously an accomplished graphic designer.
Wow, thanks Corey, that's very kind of you. It's just a hobby of mine but once I get the bug I do tend to dive in. I didn't really know anything about HTML before attempting this but I got there in the end thanks to all the resources on the web.

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I was going to ask you how you accomplished some of this, but after your follow up I just looked at the layouts and files themselves.  For example, I figured the "In" and "Out" sections were mock ups because I couldn't recall any way to display just player images without their names, but after looking I see you're using the <playerNames> token, and using transparent as the text color for the names ... so the names are there just invisible.
It's actually the 0 font size that does the trick, it ensures all the player pictures are equally spaced.

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The status messages were another puzzler, but I suspect you've simply sized them and positioned them so they display in just the right spot (right over the clock).
Correct, a div with the height, width and colour set in the style.

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All around great job!
Again, thank you so much  :)

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Templates, Layouts and Sounds / Re: HTML based layout: Blind Joe's Panels
« on: December 12, 2023, 09:08:58 AM »
Archive

  • Extract the archive in the TD Data folder
  • Install the fonts in the fonts folder
  • Modify any filepaths in the HTML / CSS files to reflect your setup


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Templates, Layouts and Sounds / Re: HTML based layout: Blind Joe's Panels
« on: December 11, 2023, 09:11:15 PM »
WOW.  Very professional.  Much of this I think is doable but some I'm not so sure about.  I assume this is all just a mockup?
No it's not a mock up, it's a fully working layout

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Templates, Layouts and Sounds / HTML based layout: Blind Joe's Panels
« on: December 10, 2023, 10:09:15 AM »





















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And I'm quite pleased with the result  :)

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Help Me / Display last.fm scrobble/now playing
« on: May 07, 2022, 11:36:12 AM »
Perhaps a bit of a long shot but does anyone know if it's possible to display the song I'm currently playing, as fetched from last.fm to which it's being scrobbled, in a layout cell?

I know that it's possible to pull this information from the last.fm api in the form of an html display but I don't know how to use this information in any meaningful way.

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Help Me / Refresh stats at end of tournament?
« on: December 29, 2021, 02:06:39 AM »
I strongly suspect the answer to this is no but is it possible either directly or by workaround to refresh the stats automatically at the end of the tournament?

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Templates, Layouts and Sounds / Re: Insert calculated starting BBs
« on: December 29, 2021, 01:44:18 AM »
Thanks Corey, I've implemented this now and it works. Having the calculation update with each round isn't what I originally had in mind but it works out OK as it informs players of what a rebuy stack will be worth in terms of blinds.

12
Templates, Layouts and Sounds / Insert calculated starting BBs
« on: December 28, 2021, 01:53:25 PM »
This is something I assumed was possible until I started trying to implement it, and it seems it isn't, or I'm missing something.

What I want to do is have a cell display the number of big blinds that a starting stack comprises, eg. the starting stack is 20,000 and the first big blind is 100 so the starting stack is 200BB.

At first I used (<buyinChips>/bigBlind round="1">) but this just displays that text string (which I realised is the obvious expected behaviour.

Next I tried making a token with the same string but this doesn't work either.

Is there a way to do this? I could do it manually if course but I'd quite like it to calculate automatically.

Cheers

Joe

13
Help Me / Re: Table balance event does not fire
« on: September 24, 2021, 12:55:13 AM »
Correct.  A table balance resulting from a player busting out basically happens at exactly the same time as the player busts out.  And two events cannot fire at the same time (if both were supposed to play an audio file, which should play?)  So yeah, unfortunately you have to decide which should fire in that situation, and move it higher in priority.
Yeah I thought that was the case. Probably more work than it's worth but an option to allow some events to fire sequentially would be very handy in certain circumstances.

I am unable to reproduce this behavior.  When I have players added to the tournament but none bought-in, on the Tables tab there is a message in the Unseated Players section regarding seating players (they must be bought in, or change the setting to allow seating of players who have not bought in, to paraphrase).  When I enable "Allow seating of players who have not bought-in", the message is removed and all added players are displayed in the Unseated Players section, allowing me to seat them if I want.  If I seat some of those players and then disallow seating of players who have not bought-in, the TD warns me that this will unseat those players, and does unseat them when I confirm.

Seating does not occur when players are added to the tournament and not-bought in.  Even when "Allow seating of players who have not bought-in" is enabled.

Definitely.  Reproducing the issue is about the most helpful thing I can do, and having "live" data to assist in that is usually extremely helpful.  If you still need it, please attach your tournament or send it directly to me.
I've attached my tournament file. Unless I'm missing something (I've tried to compare the preferences with another tournament that doesn't do this and can't see any difference) the "allow players who haven't bought in to be seated" preference doesn't seem to have stuck when it's been unchecked.

I don't think so, unfortunately.  There are workarounds in some cases, like combining audio files.  But I'm not sure how to distinguish between a table balance triggered by a bust-out and a table balance triggered by something else (such as a buy-in or a rebuy).
This is what I've done for the bubble bursting, which is triggered by a bust but can conditioned to only fire when playersLeft=inTheMoneyRank, ie, the number of players left is equal to the number of places paid out. In this case the event plays out the usual bust out sound and message except the sound has been edited to include a delayed "in the money" jingle. When it comes to table balance/player movements this can't be done because there aren't any conditions one can use. If there was a condition such as "tableBalance=0" then one could tack this on to other events such as bust outs and re-buys.

14
Help Me / Re: Table balance event does not fire
« on: September 22, 2021, 07:06:27 AM »
So it looks like a table balance event and a player bust out event are mutually exclusive, and they can't be consolidated into one, as I'd hoped, since both are dependent on triggers rather than conditions.

I can't incorporate the bust out event into the table balance event because without the trigger a player busts out there is no way to pull the relevant player images (busted and hitman), and vice versa, without the trigger a table balance is suggested there is no condition to add to a bust out event that would check if the tables are unbalanced.

Also, I still can't figure out why one of my tournaments doesn't trigger the table event  ???

15
Help Me / Re: Table balance event does not fire
« on: September 21, 2021, 12:36:28 AM »
Never seen so many events!  Kudos, you've done a lot of configuration to personalize your tournaments.
Haha, thanks Corey  ;D  Quite a few of my tournaments have a theme (eg October = Halloween) so I like to have events on hand that compliment the theme in addition to the personalised events I have for individual player buy-ins and bust-outs, etc, so kudos to you my friend for making that possible!

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So I loaded up a sample tournament that was already over.  Then I loaded your Events template.  I examined your events to find the Table Balance event, and checked out each [enabled] event above it.  Everything seems in order.  I added an Action to your Table Balance event, just to display the word "Balance" when it triggered.

I got the tournament going again by un-busting out everyone.  This immediately triggered a table balance, since everyone needed to be re-seated.  And the "Balance" action immediately displayed.  I then began busting players out of the tournament.  When a table balance occurred, I always saw the "Balance" message.  When no table balance occurred, I saw the "<player> eliminated <player>" message.  Since that event is lower priority than the Table Balance event, it only triggered when a player busted out and no table balance occurred.

I'm not sure why it doesn't appear to be working for you.  Maybe the audio file is missing or corrupt?  Of course, all the events display in red when I load your template, because I don't have any of the audio files.  Does the Table Balance event appear in red?  That would indicate the audio file is missing.
So this is strange. The audio file is definitely present and loading without issue. If I fire the event manually (right-click, "fire event now") the audio plays and the message "balance" (which I have now added for visual confirmation) displays correctly.

However, if I buy-in a bunch of players, seat them on 2 tables evenly, start the tournament then begin busting out, I only ever get the "<hitman> eliminated <player>" event(s) and never the "table balance" event, despite the latter being above the former in priority.

As mentioned before, the control screen shows the tables are unbalanced and that a player movement is being suggested, but the event just isn't triggered.  ???

I did notice something that might be playing a part in this, but I don't know. Recently I have been toggling some preferences including those around suggested movements under the behaviour section of preferences. I had "allow seating of players who have not bought in" checked, then I unchecked it, but even with it unchecked I am still able to seat players who haven't bought in. This means that as soon as I add players to the tournament TD suggests a player movement, and if I accept it, it seats players who haven't bought in. Maybe this has nothing to do with this current issue, so I'm sorry if this muddies the waters, but I did wonder if this is the correct behaviour for TD regardless.

Would it be helpful if I sent you any other files?

EDIT: it seems I might be on to something with the preferences, and it seems to be something specific to this tournament. I loaded a different tournament and then loaded my events template into that. Then I added a bunch of players to the tournament. The "suggested movement" button did not turn red. Then I bought a player in and this immediately triggered the table balance event (I'm not exactly sure why, since nobody was seated meaning the tables were technically balanced, but the important thing is the event triggered!). I modified the event with the condition "state = 2" and this successfully prevented the event from firing during the buy-in period. Once players were bought in and seated I started the tournament and started busting them out to create an imbalance... and the event triggered just as it should. Win!

One more question if I may: is there any way to have both the "table balance" event and the "bust out" event trigger without one invalidating the other? So the elimination message and sound would still play, followed by the table balance message and sound? I'm pretty sure the answer to that is no, so if that's the case I will combine the bust-out event into the table balance event as a workaround like I've done with similar scenarios, but I thought I would ask as there may be a condition I could implement that could delay the trigger, eg "a player movement is suggested" + "a player busted out 10 seconds ago" or something like that.

Thanks again for your help and your continuous hard work Corey  :)

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